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https://codeberg.org/StreamGraph/StreamGraph.git
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Ero's Doc Sprint 1 (#5)
Co-authored-by: Eroax <eroaxe.business@gmail.com> Reviewed-on: https://codeberg.org/Eroax/Re-DotDeck/pulls/5 Co-authored-by: Eroax <eroax@noreply.codeberg.org> Co-committed-by: Eroax <eroax@noreply.codeberg.org>
This commit is contained in:
parent
eeb509cae0
commit
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5 changed files with 144 additions and 55 deletions
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@ -1,15 +1,25 @@
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extends Node
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class_name NodeDB_
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## Filepath used for referencing all [DeckNode] Files from.
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const BASE_NODE_PATH := "res://classes/deck/nodes/"
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## Filepath where an Index of [NodeDB_.NodeDescriptor]s are saved to avoid reloading
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## everything each run.
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## @experimental
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const NODE_INDEX_CACHE_PATH := "user://nodes_index.json"
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## Filepath where the the list of Favorite Nodes is stored.
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const FAVORITE_NODES_PATH := "user://favorite_nodes.json"
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## [Array] used for storing all the "Favorite" Nodes that were set in the [AddNodeMenu]
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var favorite_nodes: Array[String]
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# Dictionary[node_type, NodeDescriptor]
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## [Dictionary] filled with node_type, or [String] keys. Correlating to
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## [NodeDB_.NodeDescriptor]'s. Essentially where all the nodes are loaded in for data reference.
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var nodes: Dictionary = {}
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## Loads in all the [DeckNode]s from [member BASE_NODE_PATH]. Or if a working
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## cache exists at [member NODE_INDEX_CACHE_PATH] that takes priority
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func _init() -> void:
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load_favorites()
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#if load_node_index():
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@ -41,14 +51,14 @@ func _init() -> void:
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save_node_index()
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## Helper Function that instances a [DeckNode] based off of it's [member DeckNode.node_type]
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func instance_node(type: String) -> DeckNode:
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if !nodes.has(type):
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return null
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return load(nodes[type]["script_path"]).new()
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## Handles Saving the Index of all loaded nodes to [member NODE_INDEX_CACHE_PATH]
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func save_node_index() -> void:
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var d := {}
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for node_type in nodes:
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@ -59,7 +69,8 @@ func save_node_index() -> void:
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var f := FileAccess.open(NODE_INDEX_CACHE_PATH, FileAccess.WRITE)
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f.store_string(json)
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## Loads the Node Index from [member NODE_INDEX_CACHE_PATH] adding all of the
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## [NodeDB_.NodeDescriptor]s in it to the [member nodes] [Dictionary]
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func load_node_index() -> bool:
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var f := FileAccess.open(NODE_INDEX_CACHE_PATH, FileAccess.READ)
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if f == null:
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@ -79,7 +90,8 @@ func load_node_index() -> bool:
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print("node index file exists, loaded")
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return true
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## Sets a specific [member DeckNode.node_type] to be a "favorite" for use in
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## [AddNodeMenu]. Then stores the updated list of favorites at [member FAVORITE_NODES_PATH]
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func set_node_favorite(node_type: String, favorite: bool) -> void:
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if (favorite && node_type in favorite_nodes) || (!favorite && !(node_type in favorite_nodes)):
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return
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@ -92,7 +104,7 @@ func set_node_favorite(node_type: String, favorite: bool) -> void:
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var f := FileAccess.open(FAVORITE_NODES_PATH, FileAccess.WRITE)
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f.store_string(JSON.stringify(favorite_nodes, "\t"))
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## Loads the list of Favorite [memeber DeckNode.node_type]s from [member FAVORITE_NODES_PATH]
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func load_favorites() -> void:
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var f := FileAccess.open(FAVORITE_NODES_PATH, FileAccess.READ)
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if !f:
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@ -101,22 +113,32 @@ func load_favorites() -> void:
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favorite_nodes.clear()
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favorite_nodes.assign(data)
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## Returns [code]true[/code] if the specified [member DeckNode.node_type] is marked Favorite
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## by the user.
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func is_node_favorite(node_type: String) -> bool:
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return node_type in favorite_nodes
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## Used for storing the shorthand data of a [DeckNode].
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##
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## Allows for more simply storing [DeckNode]s properties without needing to
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## keep an instance
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class NodeDescriptor:
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## Default Name of the [DeckNode] type this is storing properties of.
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var name: String
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## The [member DeckNode.node_type] of the [DeckNode] this is based off of.
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var type: String
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## The description of the [DeckNode] reference [member DeckNode.description]
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var description: String
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## The description of the [DeckNode] reference [member DeckNode.aliases]
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var aliases: String
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## The description of the [DeckNode] reference [member DeckNode.category]
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var category: String
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## The description of the [DeckNode] reference [member DeckNode.appears_in_search]
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var appears_in_search: bool
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## Stores the path to this nodes [Script] in res:// for later instantiation.
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var script_path: String
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func _init(
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p_script_path: String,
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p_name: String,
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category = p_category
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appears_in_search = p_appears_in_search
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## Converts all the properties in this [NodeDB_.NodeDescriptor] to a [Dictionary]. Format - {propery : value}
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func to_dictionary() -> Dictionary:
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var d := {
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"name": name,
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@ -148,7 +170,7 @@ class NodeDescriptor:
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}
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return d
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## Creates a [NodeDB_.NodeDescriptor] from a given [Dictionary] of properties.
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static func from_dictionary(data: Dictionary) -> NodeDescriptor:
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var nd := NodeDescriptor.new(
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data.get("script_path", ""),
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@ -1,10 +1,19 @@
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extends Control
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class_name DeckHolderRenderer
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## Renderer class for [DeckHolder]
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##
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## Entry point for the [GraphEdit] based Renderer
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## Reference to the base scene for [DeckRendererGraphEdit]
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const DECK_SCENE := preload("res://graph_node_renderer/deck_renderer_graph_edit.tscn")
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## Reference to the main windows [TabContainerCustom]
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@onready var tab_container: TabContainerCustom = %TabContainerCustom as TabContainerCustom
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## Reference to the [FileDialog] used for File operations through the program.
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@onready var file_dialog: FileDialog = $FileDialog
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## Enum for storing the Options in the "File" PopupMenu.
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enum FileMenuId {
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NEW,
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OPEN,
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CLOSE = 6,
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}
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## Weak Reference to the Deck that is currently going to be saved.
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var _deck_to_save: WeakRef
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file_dialog.canceled.connect(disconnect_file_dialog_signals)
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## Called when the File button in the [MenuBar] is pressed with the [param id]
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## of the button within it that was pressed.
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func _on_file_id_pressed(id: int) -> void:
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match id:
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FileMenuId.NEW:
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FileMenuId.CLOSE:
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close_current_tab()
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## Adds an empty [DeckRendererGraphEdit] with a corresponding [Deck] for it's data.
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func add_empty_deck() -> void:
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var deck := DeckHolder.add_empty_deck()
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var inst: DeckRendererGraphEdit = DECK_SCENE.instantiate()
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tab_container.set_tab_metadata(tab_container.get_current_tab(), deck)
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inst.group_enter_requested.connect(_on_deck_renderer_group_enter_requested.bind(deck))
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## Closes the current tab in [member tab_container]
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func close_current_tab() -> void:
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tab_container.close_tab(tab_container.get_current_tab())
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## Opens [member file_dialog] with the mode [member FileDialog.FILE_MODE_SAVE_FILE]
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## as well as getting a weakref to the active [Deck]
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func open_save_dialog(path: String) -> void:
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file_dialog.file_mode = FileDialog.FILE_MODE_SAVE_FILE
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file_dialog.title = "Save a Deck"
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file_dialog.popup_centered()
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file_dialog.file_selected.connect(_on_file_dialog_save_file, CONNECT_ONE_SHOT)
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## Opens [member file_dialog] with the mode [FileDialog.FILE_MODE_OPEN_FILES]
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## with the supplied [param path]
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func open_open_dialog(path: String) -> void:
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file_dialog.file_mode = FileDialog.FILE_MODE_OPEN_FILES
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file_dialog.title = "Open Deck(s)"
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file_dialog.popup_centered()
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file_dialog.files_selected.connect(_on_file_dialog_open_files, CONNECT_ONE_SHOT)
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## Connected to [signal FileDialog.save_file] on [member file_dialog].
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## Saves the selected [Deck] if it still exists.
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func _on_file_dialog_save_file(path: String) -> void:
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var deck: Deck = _deck_to_save.get_ref() as Deck
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if !deck:
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var f := FileAccess.open(path, FileAccess.WRITE)
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f.store_string(json)
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## Connected to [signal FileDialog.open_files] on [member file_dialog]. Opens
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## the selected paths, instantiating [DeckRenderGraphEdit]s and [Deck]s for each.
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func _on_file_dialog_open_files(paths: PackedStringArray) -> void:
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for path in paths:
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var deck := DeckHolder.open_deck_from_file(path)
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inst.initialize_from_deck()
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inst.group_enter_requested.connect(_on_deck_renderer_group_enter_requested.bind(deck))
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## Gets the currently active [Deck] from [member tab_container]
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func get_active_deck() -> Deck:
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if tab_container.is_empty():
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return null
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return (tab_container.get_content(tab_container.get_current_tab()) as DeckRendererGraphEdit).deck
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## Saves the active [Deck] in [member tab_container]
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func save_active_deck() -> void:
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if get_active_deck().save_path.is_empty():
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open_save_dialog("res://")
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var f := FileAccess.open(get_active_deck().save_path, FileAccess.WRITE)
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f.store_string(json)
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## Disconnects the [FileDialog] signals if they are already connected.
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func disconnect_file_dialog_signals() -> void:
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if file_dialog.file_selected.is_connected(_on_file_dialog_save_file):
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file_dialog.file_selected.disconnect(_on_file_dialog_save_file)
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if file_dialog.files_selected.is_connected(_on_file_dialog_open_files):
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file_dialog.files_selected.disconnect(_on_file_dialog_open_files)
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## Connected to [signal DeckRenderGraphEdit.group_entered_request] to allow entering
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## groups based off the given [param group_id] and [param deck]. As well as adding
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## a corresponding tab to [member tab_container]
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func _on_deck_renderer_group_enter_requested(group_id: String, deck: Deck) -> void:
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var group_deck := deck.get_group(group_id)
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var deck_renderer: DeckRendererGraphEdit = DECK_SCENE.instantiate()
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extends GraphNode
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class_name DeckNodeRendererGraphNode
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## [GraphNode] based renderer of [DeckNode]
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## Stores the data container [DeckNode] that the visuals of this [DeckNodeRendererGraphNode]
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## are based off.
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var node: DeckNode
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## Setups up all the properties based off [member node]. Including looping through
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## [method DeckNode.get_all_ports()] and setting up all the descriptors.
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func _ready() -> void:
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title = node.name
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node.position_updated.connect(_on_node_position_updated)
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Color.WHITE,
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)
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## Connected to [signal GraphElement.position_offset_updated] and updates the
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## [member node]s properties
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func _on_position_offset_changed() -> void:
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node.position.x = position_offset.x
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node.position.y = position_offset.y
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## Connected to [member node]s [signal position_updated] to keep parity with the
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## data position.
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func _on_node_position_updated(new_position: Dictionary) -> void:
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position_offset.x = new_position.x
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position_offset.y = new_position.y
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## Connected to [member node]s [signal port_added] handles setting up the specified
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## [member Port.descriptor] with it's required nodes/signals etc. + adding the port
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## using [method GraphNode.set_slot]
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func _on_node_port_added(port_idx: int) -> void:
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var port := node.get_all_ports()[port_idx]
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Color.WHITE,
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)
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## Connected to [member node]s [signal port_removed], queue_frees the [Node]
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## used for the descriptor, as well as using [method GraphNode.set_slot] to remove the slot.
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func _on_node_port_removed(port_idx: int) -> void:
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set_slot(
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port_idx,
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get_child(port_idx).queue_free()
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## Connected to [member node]s [signal ports_updated]. Remakes all of the ports
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## + their descriptors whenever this is received to allow keeping the Renderers ports up to date.
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func _on_node_ports_updated() -> void:
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clear_all_slots()
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for c in get_children():
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extends GraphEdit
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class_name DeckRendererGraphEdit
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## Reference to the [DeckNodeRendererGraphNode] used for later instantiation
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const NODE_SCENE := preload("res://graph_node_renderer/deck_node_renderer_graph_node.tscn")
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## Reference to the [AddNodeMenu] used for later instantiation
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const ADD_NODE_MENU_SCENE := preload("res://graph_node_renderer/add_node_menu.tscn")
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## The [PopupPanel] that holds the [AddNodeMenu] scene.
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var search_popup_panel: PopupPanel
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## Stores instance of [AddNodeMenu] that is used under [member search_popup_panel]
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var add_node_menu: AddNodeMenu
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@export var add_node_popup_size: Vector2i = Vector2i(500, 300)
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## Used to specify the size of [member search_popup_panel].
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@export var search_popup_size: Vector2i = Vector2i(500, 300)
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## Stores the position of the [member search_popup_panel] for use when adding
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## nodes in [method _on_add_node_menu_node_selected]
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var popup_position: Vector2
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## References the [Deck] that holds all the functional properties of this [DeckRendererGraphEdit]
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var deck: Deck:
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set(v):
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deck = v
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deck.node_added.connect(_on_deck_node_added)
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deck.node_removed.connect(_on_deck_node_removed)
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## Emits when Group creation is requested. Ex. Hitting the "group_nodes" Hotkey.
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signal group_enter_requested(group_id: String)
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## Sets up the [member search_popup_panel] with an instance of [member ADD_NODE_SCENE]
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## stored in [member add_node_menu]. And sets its size of [member search_popup_panel] to
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## [member add_node_popup_size]
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func _ready() -> void:
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add_node_menu = ADD_NODE_MENU_SCENE.instantiate()
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search_popup_panel = PopupPanel.new()
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search_popup_panel.add_child(add_node_menu)
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search_popup_panel.size = add_node_popup_size
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search_popup_panel.size = search_popup_size
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add_child(search_popup_panel, false, Node.INTERNAL_MODE_BACK)
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add_node_menu.node_selected.connect(_on_add_node_menu_node_selected)
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connection_request.connect(attempt_connection)
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disconnection_request.connect(attempt_disconnect)
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## Receives [signal GraphEdit.connection_request] and attempts to create a
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## connection between the two [DeckNode]s involved, utilizes [NodeDB] for accessing them.
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func attempt_connection(from_node_name: StringName, from_port: int, to_node_name: StringName, to_port: int) -> void:
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var from_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(from_node_name))
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var to_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(to_node_name))
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@ -47,7 +59,8 @@ func attempt_connection(from_node_name: StringName, from_port: int, to_node_name
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to_port
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)
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## Receives [signal GraphEdit.disconnection_request] and attempts to disconnect the two [DeckNode]s
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## involved, utilizes [NodeDB] for accessing them.
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func attempt_disconnect(from_node_name: StringName, from_port: int, to_node_name: StringName, to_port: int) -> void:
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var from_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(from_node_name))
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var to_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(to_node_name))
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@ -64,7 +77,8 @@ func attempt_disconnect(from_node_name: StringName, from_port: int, to_node_name
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to_port
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)
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## Returns the associated [DeckNodeRendererGraphNode] for the supplied [DeckNode].
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## Or [code]null[/code] if none is found.
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func get_node_renderer(node: DeckNode) -> DeckNodeRendererGraphNode:
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for i: DeckNodeRendererGraphNode in get_children().slice(1):
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if i.node == node:
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@ -72,11 +86,11 @@ func get_node_renderer(node: DeckNode) -> DeckNodeRendererGraphNode:
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return null
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||||
## Updates [member Deck]s meta property "offset" whenever [member GraphEdit.scroll_offset]
|
||||
func _on_scroll_offset_changed(offset: Vector2) -> void:
|
||||
deck.set_meta("offset", offset)
|
||||
|
||||
|
||||
## Setups all the data from the set [member deck] in this [DeckRendererGraphEdit]
|
||||
func initialize_from_deck() -> void:
|
||||
# TODO: wait for https://github.com/godotengine/godot/issues/85005 to get merged
|
||||
# until it is, all calls to GraphEdit#get_children will need to slice off the first element
|
||||
|
@ -100,7 +114,8 @@ func initialize_from_deck() -> void:
|
|||
|
||||
refresh_connections()
|
||||
|
||||
|
||||
## Loops through all [DeckNode]s in [member Deck.nodes] and calls
|
||||
## [method GraphEdit.connect_node] for all the connections that exist in each
|
||||
func refresh_connections() -> void:
|
||||
for node_id in deck.nodes:
|
||||
var node: DeckNode = deck.nodes[node_id]
|
||||
|
@ -131,14 +146,16 @@ func refresh_connections() -> void:
|
|||
to_node_port
|
||||
)
|
||||
|
||||
|
||||
## Connected to [signal Deck.node_added], used to instance the required
|
||||
## [DeckNodeRendererGraphNode] and set it's [member DeckNodeRenderGraphNode.position_offset]
|
||||
func _on_deck_node_added(node: DeckNode) -> void:
|
||||
var inst: DeckNodeRendererGraphNode = NODE_SCENE.instantiate()
|
||||
inst.node = node
|
||||
add_child(inst)
|
||||
inst.position_offset = inst.node.position_as_vector2()
|
||||
|
||||
|
||||
## Connected to [signal Deck.node_added], used to remove the specified
|
||||
## [DeckNodeRendererGraphNode] and queue_free it.
|
||||
func _on_deck_node_removed(node: DeckNode) -> void:
|
||||
for renderer: DeckNodeRendererGraphNode in get_children().slice(1):
|
||||
if renderer.node != node:
|
||||
|
@ -147,14 +164,16 @@ func _on_deck_node_removed(node: DeckNode) -> void:
|
|||
renderer.queue_free()
|
||||
break
|
||||
|
||||
|
||||
## Utility function that gets all [DeckNodeRenderGraphNode]s that are selected
|
||||
## See [member GraphNode.selected]
|
||||
func get_selected_nodes() -> Array:
|
||||
return get_children().slice(1).filter(
|
||||
func(x: DeckNodeRendererGraphNode):
|
||||
return x.selected
|
||||
)
|
||||
|
||||
|
||||
## Executes functionality based off hotkey inputs. Specifically handles creating groups
|
||||
## based off the action "group_nodes".
|
||||
func _gui_input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("group_nodes") && get_selected_nodes().size() > 0:
|
||||
print("?")
|
||||
|
@ -167,7 +186,8 @@ func _gui_input(event: InputEvent) -> void:
|
|||
refresh_connections()
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
## Handles entering groups with action "enter_group". Done here to bypass neighbor
|
||||
## functionality.
|
||||
func _input(event: InputEvent) -> void:
|
||||
if !has_focus():
|
||||
return
|
||||
|
@ -179,7 +199,7 @@ func _input(event: InputEvent) -> void:
|
|||
group_enter_requested.emit((get_selected_nodes()[0] as DeckNodeRendererGraphNode).node.group_id)
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
## Opens [member search_popup_panel] at the mouse position. Connected to [signal GraphEdit.popup_request]
|
||||
func _on_popup_request(p_popup_position: Vector2) -> void:
|
||||
var p := get_viewport_rect().position + get_global_mouse_position()
|
||||
p += Vector2(10, 10)
|
||||
|
@ -188,7 +208,9 @@ func _on_popup_request(p_popup_position: Vector2) -> void:
|
|||
add_node_menu.focus_search_bar()
|
||||
popup_position = p_popup_position
|
||||
|
||||
|
||||
## Connected to [signal AddNodeMenu.node_selected] and creates a [DeckNode] using
|
||||
## [method NodeDB.instance_node]. Then placing it at the [member scroll_offset] +
|
||||
## [member popup_position] / [member zoom]
|
||||
func _on_add_node_menu_node_selected(type: String) -> void:
|
||||
var node := NodeDB.instance_node(type) as DeckNode
|
||||
deck.add_node_inst(node)
|
||||
|
|
|
@ -1,17 +1,32 @@
|
|||
extends VBoxContainer
|
||||
class_name TabContainerCustom
|
||||
|
||||
## Custom Recreation of [TabContainer] for Flexibility
|
||||
##
|
||||
## Allows for more customizability within the [TabBar] thats used mainly. Extra buttons etc.
|
||||
|
||||
## Reference to the [TabBar] at the top of the Container.
|
||||
@onready var tab_bar: TabBar = %TabBar
|
||||
## Reference to the [Button] at the end of the [TabBar] that's
|
||||
## used for adding new Tabs
|
||||
@onready var add_tab_button: Button = %Button
|
||||
## Reference to the [MarginContainer] around the Tabs Contents.
|
||||
@onready var content_container: MarginContainer = %ContentContainer
|
||||
|
||||
|
||||
## Emitted when the add [Button] within [member tab_bar] is pressed
|
||||
signal add_button_pressed
|
||||
## Emitted when the current tab in [member tab_bar] is changed.
|
||||
signal tab_changed(tab: int)
|
||||
## Emitted when a tab in [member tab_bar] has been closed.
|
||||
## See [signal TabBar.tab_close_requested]
|
||||
signal tab_closed(tab: int)
|
||||
## Emitted when a request to close a tab in the [member tab_bar] has been
|
||||
## requested using [signal TabBar.tab_close_pressed]
|
||||
signal tab_close_requested(tab: int)
|
||||
## Emitted when the order of the tabs in [member tab_bar] has been changed.
|
||||
signal tab_rearranged(old: int, new: int)
|
||||
|
||||
## Holds the previously active tab in [member tab_bar]
|
||||
var _previous_active_tab: int = -1
|
||||
|
||||
|
||||
|
@ -43,21 +58,21 @@ func _ready() -> void:
|
|||
_previous_active_tab = idx_to
|
||||
)
|
||||
|
||||
|
||||
## Adds the given [Node] as "content" for the given tabs name as a [String]
|
||||
func add_content(c: Node, tab_title: String) -> void:
|
||||
tab_bar.add_tab(tab_title)
|
||||
content_container.add_child(c)
|
||||
tab_bar.set_current_tab(tab_bar.tab_count - 1)
|
||||
|
||||
|
||||
## Returns the count of tabs in [member tab_bar]
|
||||
func get_tab_count() -> int:
|
||||
return tab_bar.tab_count
|
||||
|
||||
|
||||
## Returns [code]true[/code] if [method get_tab_count] returns 0.
|
||||
func is_empty() -> bool:
|
||||
return get_tab_count() == 0
|
||||
|
||||
|
||||
## Closes the tab that is at the given [param tab] in [member tab_bar]
|
||||
func close_tab(tab: int) -> void:
|
||||
content_container.get_child(tab).queue_free()
|
||||
if !tab_bar.select_previous_available():
|
||||
|
@ -67,18 +82,20 @@ func close_tab(tab: int) -> void:
|
|||
if tab_bar.tab_count == 0:
|
||||
_previous_active_tab = -1
|
||||
|
||||
|
||||
## Returns the currently selected tab in [member tab_bar]
|
||||
func get_current_tab() -> int:
|
||||
return tab_bar.current_tab
|
||||
|
||||
|
||||
## Returns the child of [member content_container] at the given [param idx]
|
||||
func get_content(idx: int) -> Control:
|
||||
return content_container.get_child(idx)
|
||||
|
||||
|
||||
## Sets the metadata value for the tab at index [param tab_idx], which can be
|
||||
## retrieved later using [method TabBar.get_tab_metadata()]
|
||||
func set_tab_metadata(tab: int, metadata: Variant) -> void:
|
||||
tab_bar.set_tab_metadata(tab, metadata)
|
||||
|
||||
|
||||
## Returns the metadata value set to the tab at index [param tab_idx] using set_tab_metadata().
|
||||
## If no metadata was previously set, returns null by default.
|
||||
func get_tab_metadata(tab: int) -> Variant:
|
||||
return tab_bar.get_tab_metadata(tab)
|
||||
|
|
Loading…
Reference in a new issue